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Yeah, all of the capture points were inside on most bases, in basement rooms and corridors, you had to hack through doors to get at them, and have an infiltrator actually hacking the control console, IIRC. You could blow up the spawn tubes, if you could get to them, and the bases could drain their resources from spawns and autorepairing stuff, also stopping people from spawning there. You also often had to spawn in your "sanctuary", a specific continent which only you could go to, pull your vehicles there, and warp over to whatever continent you were going to attack, going from base to base, finally reaching one of the other warpgates, at which time you could start moving over to whatever continent that linked to.

Indeed. I'm not sure if you have to go quite that far, though. Just make it impossible for vehicles to travel in between buildings as much, make the bases proper infantry only and you're well on the way. And get some proper windows in place. They have shield tech already, just apply that to them.

"Quantacat's name is still recognised even if he watches on with detached eyes like Peter Molyneux over a cube in 3D space, staring at it with tears in his eyes, softly whispering... Someday they'll get it."

Personally i would like a more urban area in general. It would be cool to be able to get between some bases without having to be outside for more than 10-20 meters or so. Also some properly dense woodland would be good. I don't have a problem with tanks, but a more adaptable battlefield would be good that limits the abilities of aircraft and armour.

Dynamic weather could also be used to limit certain types of units. A blizzard or sandstorm or lightning storm on each respective continent on a random cycle could be used to severely limit the abilities of aircraft and vehicles by reducing their visibility range dramatically and potentially slowing their speeds.

Actually all they would need to do is add some verticality to the bases. Create a basement system, then put stuff they had back on it then add ramps to drive into base with vehicles. That would create a place to battle for both vehicles and infantry.

EDIT: yes, I do know, that they can't really create underground facilities, it would be easier if they created and elevation then.

Actually all they would need to do is add some verticality to the bases. Create a basement system, then put stuff they had back on it then add ramps to drive into base with vehicles. That would create a place to battle for both vehicles and infantry.

EDIT: yes, I do know, that they can't really create underground facilities, it would be easier if they created and elevation then.

thats just excuses though. they set rules for their own engine, so they can break them too.

"Quantacat's name is still recognised even if he watches on with detached eyes like Peter Molyneux over a cube in 3D space, staring at it with tears in his eyes, softly whispering... Someday they'll get it."

thats just excuses though. they set rules for their own engine, so they can break them too.

Those rules have already been broken through the underground tunnels.

If they're able to get around that then the changes to underground facilities should be relatively simple (though possibly time consuming in some cases). First thing is cutting through the terrain through clipping planes or other methods (already done for the tunnels) then it things like making sure terrain/server/water height limitations are within acceptable parameters for anything of depth and beyond that it's mostly just a chunk of art/design work.

If they're able to get around that then the changes to underground facilities should be relatively simple (though possibly time consuming in some cases). First thing is cutting through the terrain through clipping planes or other methods (already done for the tunnels) then it things like making sure terrain/server/water height limitations are within acceptable parameters for anything of depth and beyond that it's mostly just a chunk of art/design work.

But saltwarter filled underground bases, where if you step wrong direction, you fall of a ledge and die in water would be awesome for light assault fights.

they should learn from enemy territory and brink to make great dynamic base offense and defense missions. its just so much more fun to need to breach one door or two in order to get through to the objective. or alternate routes.

"Quantacat's name is still recognised even if he watches on with detached eyes like Peter Molyneux over a cube in 3D space, staring at it with tears in his eyes, softly whispering... Someday they'll get it."

These are the 4 biggest outfits on Miller (by total, not actives) if you ignore RPS and FRC.
Yet when I saw the names I was like "who the fuck are these guys?"

So yeah, BURP are full of members but apparently very few play. Xanax are similar, and judging by their average score etc, most of their members have barely played the game. EMLD and SYND are both huge, especially SYND - and EMLD puts pretty clear end to the idea of us being the "biggest" vanu outfit in any real times. But these guys don't actually seem to do fuck all. I guess they're just the classic "zergfit" - recruiting lots, coordinating little. It's interesting how I end up not really clocking their tags, as they always come so spread out, despite the fact that there are huge numbers of them.

Speaking of BURP. We used to run quite a few ops with them, but there were issues. They've had a change in leadership and would like to rekindle that relationship. Do we still have the mumble channel for allies?

No, we don't but we can fix them up with something. Maybe a squad channel of their own, if they want to play with us? That way, they could use our SL-to-SL coordination and get a RO too if they want. Or did you mean the "allied commanders" channel?